OD&D Reference Document
There are two character classes - Magic Users and Fighters.
Saves are different from the standard:
- Poison & Petrifaction/Paralysis are combined into Physique.
- Wands/Rays & Breath Weapon are combined into Dodge.
- Magic is termed Warding.
There are three characteristics:
- Strength - measures raw physical power.
- Dexterity - measures manual dexterity.
- Constitution - measures endurance.
They are generated by rolling 3d6.
Characters begin play with 3d6*10 silver pieces (or local cultural equivalent), which can be used to purchase items or held in reserve.
All HD values are the number of d6s rolled to generate HP.
Fighters abilities are primarily determined by their equipment.
Fighters forgoing armour add 4 to their Dodge Rolls.
Fighters wearing Light Armour add 2 to their Dodge Rolls.
Fighters wearing Heavy Armour subtract 2 from their Dodge Rolls.
They are able to use all weapons and are able to use them to achieve special effects.
Their attack bonus begins at +2, and increases by 1 every level.
Magic Users spells are as outlined in Wonder and Wickedness. Alternatively, use this instead, and do not run the Magic User class.
Their attack bonus begins at +0, and increases by 1 every even-numbered level.
n.b. Damage is 1d6 by default, with the size of the weapon giving dis/advantage. (That is - Light weapons roll damage twice and take the worse result, Heavy weapons roll twice and take the highest result. Medium weapons just roll once.)
|Weapons||Cost||Size||Special - Fighter Only|
|Battle-Axe||10sp||Medium||May sacrifice 3 damage from an attack to attempt a weapon/shield strip. Roll a second attack - if successful, a weapon or shield can be ripped from the grip of the opponent.|
|Club||5sp||Light||Forgo damage to attempt to stun - after a successful attack, target attempts to save vs paralysis - failure results in them losing their combat round. Further strikes against them are at +2.|
|Crossbow*||30sp||Medium||Ignores armour, 1 round reload. AC from sources other than armour are treated normally (e.g. supernatural speed)|
|Dagger||5sp||Light||Throw-able, usable in grapple situation.|
|Greatsword*||50sp||Heavy||Upon a killing blow, the wielder can roll another attack. This effect can be triggered multiple times.|
|Hand-Axe||6sp||Light||Throw-able. If 4+ damage is dealt, the Hand-axe bounces, ‘attacking’ again.|
|Polearm*†||30sp||Heavy||Grant a nominated adjacent ally -2 AC.|
|Poleaxe*||40sp||Heavy||AC of target is treated as 7 when attacked.|
|Longbow*||30sp||Medium||+1 to hit per round spent aiming.|
|Mace||8sp||Medium||Increases AC of those struck by 1 to a maximum of 7. This effect is permanent.|
|Quarterstaff*||5sp||Light||Opponents must make a Dodge Save to approach, failure resulting in an automatic hit with this weapon.|
|Shortbow*||15sp||Medium||Can split move and fire (i.e. move fire move).|
|Sling||1sp||Light||Can be used to launch grenades.|
|Spear†||4sp||Medium||Wielder may choose hold their attack until someone tries to approach them - they then roll an attack first.|
|Two-Handed Axe*||35sp||Heavy||If a 6 is rolled for damage, roll another d6 and add the result. This effect can be triggered multiple times. Increase the wielders AC by +1.|
|Warhammer*||45sp||Heavy||Those struck are thrown backwards if unable to make a Physique Save. Use the damage rolled to determine distance, minus the HD of the creature struck.|
† denotes a weapon with reach, being able to strike from behind another
* denotes weapons requiring two hands
Riposte: Attacks against the wielder which score below 7 (before AC is applied) result in the wielder being able to attempt a counter-attack, resolved normally.
|Box, Large Iron||30sp|
|Box, Small Iron||15sp|
|Chest, Large Wooden||15sp|
|Chest, Small Wooden||8sp|
|Flint & Steel||5sp|
|Hammer & Wooden Stakes||5sp|
|Mirror, Large Metal||10sp|
|Mirror, Small Silver||20sp|
|Mirror, Small Metal||5sp|
|Oil, Pint Flask||5sp|
|Ration, Dry Day||5sp|
|Ration, Trail Day||2sp|
|Rope, 50ft Silken||70sp|
|Rope, 50ft Hemp||5sp|
|Water or Wineskin||15sp|
Characters may carry 12 items, assuming the wearing of a backpack. Anything requiring 2 hands to hold counts as 4 items.
Beasts of burden may carry 20 items.
Every 1sp of treasure recovered is worth 1xp. To count as recovered, it must be transported back to safety.
Each dungeon room explored per delve is worth (10 * number of rooms explored this delve) XP. e.g. exploring 3 rooms = 60XP (10 + 20 + 30). A delve is a single expedition, ending when safety is returned to or found. Rooms can only be ‘explored’ once.
Same applies to hexes in Wilderness.
|Local Curiosity||50||The Auld Oak|
|Uncommon||150||Abandoned Fort in the Woods|
|Rarely Visited||500||Far-off Mountain Monastery|
|Inhospitable||100||Just a nightmare|
|Unseen for Years||1500||Far off kingdom across the sea|
|Unseen for Generations||5000||…sea of Monsters that is|
|Probably not Real||15000||Troy, Machu Pichu|
|Mythological||150000||The Garden of Eden|
Stolen from NGR
Only monsters of note cause XP gain:
|Local Legend||1000||One-eyed Bear|
|Regional Threat||5000||Hill giant terror|
|National Threat||10000||Small Dragon|
|Cultural Icon||50000||The Medusa|
|Fabled Monster||100000||An antediluvian Dragon|
|Mythological||500000||Titan, The Devil|
Stolen from NGR
XP can also be gained by fulfilling a oath set by the player. An oath can involve anything worthy of the adventurer (theft, revenge, travel to X place, etc.) but it must be specific and only one oath may be achieved either per session or per level. Oath provide XP equal to the adventurer’s last attained level. However, once a oath is made, an adventurer only gains 1/2 XP from finding treasure until her oath is achieved.
Stolen from here
Characters may ‘purchase’ the XP of a dead party member by throwing a lavish funeral, spending 1sp for each xp ‘purchased.’
A Good Death
Characters dying in noteworthy ways - especially the sort likely to be immortalised in song - may create a level 2 replacement character, rather than the usual level 1 character.
Saves and Tests
If discussion does not offer an obvious resolution, a suitable Attribute may be tested. Players attempt to roll under the attribute on a variable number of d6s to succeed. Easy tasks with consequences for failure use 2d6. Challenging tasks use 3d6. Hard tasks use 4d6. Items or abilities which help (or hinder) should modify the number of dice rolled.
Saves are called for when discussion is unsuitable - often as a consequence of action.
Dodging is used to avoid peril.
Physique is used to fight poison and disease.
Warding is used to resist magic.
To save, a character must roll over the appropriate category on a d20. This roll may be modified.
To attack, roll 1d20 and add your attack modifier and the AC of the opponent. If this value is 20+, the opponent is struck and damage is rolled. Damage is 1d6 by default, with the size of the weapon giving dis/advantage. (That is - Light weapons roll damage twice and take the worse result, Heavy weapons roll twice and take the highest result. Medium weapons just roll once.)
When attitudes are uncertain or chaos desirable, roll 2d6 and consult the table below. Reputation may modify this roll, a strong opinion eliciting a +/- 4.
Determining what these results in the situation is a matter of experience and extrapolation. It may also reveal facts about the group - especially extreme results necessitating explanation.